Suggestions needed - new Radical Faction

By SacredGorilla, in Dark Heresy Gamemasters

I am soon going to start a new DH campaign focusing on a new radical faction within the Calixian Conclave: Nephthytes. Basically, a group of Inquisitors who took the cue from Erya Nephthys and are trying to become immortal by any means necessary to better fight the forces that threaten the Imperium.

Now, the characters themselves will be working for a radical himself, a former tech-priest who harbors ideas similar to the Logicians and, to a lesser extend, the Phaenonites, although he hates the latter with a bitter passion.

Tech-heresy, especially in regards to gene-abominations and violations of the human form divine will be a pretty big point here and at one point I want to introduce the Dark Eldar and their ways of fleshcrafting.

The Acolytes and their master have no idea about the secretive " Ordo Revenum" (the wannabe-immortals) at first and will only learn about the conspiracy much later…but, apart from these pointers, I have no structure for the campaign yet….and would be grateful for any further suggestions and ideas.

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Had a few freaking whole post written up and I freaking lost it all and now i am freaking pissed.

Sorry, sorry, let me start again.

Hey!

Great idea, which I am sure we can help out with.

I would say start with Edge of Darkness but modify it slightly to fit the theme: the reason that Saul Arbest's corpse attracts attention is because, despite all of the modification, its not quite dead: the Jellyfish thing somehow kept it going long after it was supposed to have died.

Your radical inquisitor wants to find out more about who made it- and "talk to them", the acolytes are ordered to bring them back alive for trial- not knowing that they are just likely to be recruited into the Inquisitor's laboratory instead of being thrown in a Inquisition Jail Cell.

Eventually, someone needs to break into the vault and recover Nephtyte's Ashes- if you search these forums you'll find Gerner's Shadows of Heresy campaign which approachs the same themes. Furthermore, I have a post myself discussing the Pale Sepulchure and acts of 40k Technecromancy.

The Night Cult in disciples of the dark gods discuss these themes, but its likely the most vague thing in the entire book. The anima-chorus is what you want to be looking at, its quite good and in the theme that your after.

Not as good or as detailed as my original post- but hey.

Would love to hear what you had in mind in the long run!

Thanks for the response.

Could you maybe provide links to the threads you have mentioned?

The Inquisitor the Acolytes are working for is, of course, not a part of this conspiracy, although he is ostracized and with one cybernetic foot in excommunicate territory , but he will serve to showcase that radical and insane are not necessarily the same thing.

Somewhere in the campaign I also see a short segment dealing with the Beast House and Solkarn Senk (who, in my campaign, is wearing a Halo Device and has done so for hundreds of years), though that will not be a main focus. Also, I am considering to introduce Magos Vathek, who is very close to achieving what the conspiracy wants.

Oh, and even more importantly…I will divulge the truth behind Drusus' resurrection, which was, as it was hinted at, not really a divine act by the Emperor…The characters will find that out when they come upon his true diaries, in which he speaks of his constant battles against the dark impulses ravaging his psyche since his resurrection - he never gave in to them, making him nevertheless an exceptional human being.

In the long run, the conspiracy will hopefully be uncovered and dealt with, hopefully before the whole sector goes up in flames as Inquisitors take sides - a way to cheat death is very very tempting even to stalwart defenders of the Imperium…

Hm,. no edit button…

I am not sure whether or not the conspiracy's member should already be immortal or not…if they are, I assume they have used imperfect versions like Halo Devices, fleshcraft etc….In general, I would need a few more pointers in regards to the campaign's structure.

And, last but not least…which one of the Inquisitors already established would be most likely to succumb to the lure of immortality?

Hey!

Sorry for the incredibly long delay in replying- I am afraid I've been quite busy, and logging has been bugging out on my Desktop- So I am currently using my Laptop!

Yes, the forums don't have an editing feature- and, as you can likely tell from the horrible mess try to pass off as reasonable posts, they have no corrector either.

But back to the topic at hand!

Here's a link to Gerner's Thread , and here's a link to my own .

The Inquisitor's obsession intot he conspiracy serves to fuel his interest just fine, no? It easily justifies his desire to collect the trinkets and tidbits that the conspiracy uses. He could just as easily be the kid that cries were-wolf, if only because he loves them so much- only to realize that they are actually real and now he's trying to prove it.

To keep some coherence, I would recommend setting up a timeline- furthermore, looking at a map and pickng out where you want your players to be travelling.

Magos Vathek makes for a perfect big boss- and Solkarn, whose is rumored to have been alive for thousands of years, is also a great addition- we'll have to somehow tie him into the plot.

I've got a friend who likes to do things in three acts, and a campaign like this could be suited for that approach.

ACT I: The players go on a few unrelated mission, recovering artifacts and investigating rumors into the after-life- they trace down a couple of "Failed" [Perhaps on creatures purchased from the Beast house?] experiments before finding "the one that work---> leading directly to one big operation: An Arch-Heretek's laboratory working on the Anima Chorus. [Magos Vathek]

ACTII: The Magos has been hunted down, but escapes: there are hints that someone is aiding him and that his research serves some greater, nepharious purpose. He's chased across the sector to some unknown meeting point. Meanwhile, the Conspiracy makes its move- Nephtytis ashes are stolen and taken to the Magos to ressurected. [This is likely where the Beast House lead from earlier should fit in, as part of that sidequest: Maybe Nephtytis and Solkarn know each other? She could be the one that got away :P ]

ACTIII: As prophesized, Nephtyts is ressurected and she can move onto to her real plan. In death, she's seen things- has come to understand the true nature of Drusus' ressurection. Now she wants to bring him back, or complete his original mission- with the help of her Daemonhosts.

As the campaign moves forward, the focus shifts from the Tech-heresy to sorcery and ressurection trough daemonic pacts and spells.

Nephyts agents don't have to be immortal. They could be following a list of post-mortum instructions- part of some sort of death cult.

Whatcha think?

PS- I recommend you add me on Skype so I can add you to the Calixian Conclave discussion group and we can talk about it in Real-time as well!

These suggestions are awesome! Thanks a lot and I am certain I can work with that.

I wonder which established Inquisitors might be part of the secret cabal….given that immortality also means never to join with the Emperor, it could have an alluring effect on the Oblationists, who see themselves as being damned already anyway,

The whole scheme could also mean that the conspiracy either assists or at least investigates/hunts creatures that are untouched by death (the Slaught, maybe? I just love to use them…) and those that have overcome it (Dark Eldar Homunculi).

While daemonic influence will have its place(a short side-adventure or two will put the characters against the Pilgrims of Hayte), I would like the focus of this whole immortality spiel to be more on dark (xenos) science, and archaeotech, simply because the whole daemon pact for immortality trope has been used so much, I want to shake things up a little.

Sorry, not a skype user here…only use yahoo messenger. If you got that, feel free to ask for me ID.

I agree with the Oblationist- and Mesmeron, even stated out in the Disciples of the Dark Gods and her main agent Seraph [Moritat assassin in the Radical's handbook] would be perfect, as their modus operendi involves pulling strings from the shadows without really being caught on the scene.

I always end up having that problem- which you should watch for too: including too much in what already seems to be an expansive campaign. I would ignore any other intelligent Aliens, if you'd like to have a dark eldar Humoncoli appearing- have him be a guest of Solkarn. The house of cages is a perfect setting for those guys- and maybe his intervention explains why the hunter has lived forever: he feeds the humoncoli, who has shared some of its secrets with him or some such.

I think you've got enough stock that you don't need to put the players agaisnt the pilgrims of hate for the sake of adding side-adventures. If you can recycle the idea and further tie them to the theme…

Oblationist tend to be warp-related, so was Nephtyte [what with her having daemonhosts], I think- but Halo devices might serve your purpose as a central plot element instead. Technology, as shown with the Magos, is not very reliable: humanity is just not advanced. The Warp, as shown with Nephtyts, comes with a heavy price [include Drusus story here]- the Dark Eldar's promise aren't very good either.

Halo devices is the way to go- and they become the central element. Its a McGuffin that exists since the start, that the players are chasing around without really knowing why. The magos steals it from them at the end of act 1 and escapes. He brings it to Nephtyts, and they intend to use it on Drusus' still preserved corpse in the climax.

Ok, I really like that idea. Mesmeron wishes to use Drusus as an immortal champion to finally banish the darkness from the Calixis sector and maybe beyond. Back in the old days, Drusus was ressurected, not by a miracle but by a Sarcosan wave generator at the behest of the Recongregrators. The true miracle was that he managed to keep his soul intact and fight the dark urges that possess revenants so animated. Eventually, when his work was done, he committed suicide, but the lingering effects of the anima morikept his body in a pristine enough state that, with a little help from Dark Eldar rejuvenation, a halo device can work its insidious effects on him (normally they do not work on dead tissue).

A group of acolytes investigating immortality seekers might very well find themselves running into Necrons or a Genestealer Cult as a red herring.